Author

Craig Martek

Abstract

Much work has been done in recent years involving the generation of virtual landscapes, namely for applications in video games and movies. Some recent video games feature worlds upwards of 400 mi2, and they continue to expand. Manual design of these landscapes can be extremely time consuming. However, recent approaches have shown that reasonable scenes could potentially be generated procedurally with little to no input from a human designer. Many of the individual pieces necessary for generating a large, complex terrain populated with cities have been investigated, but efforts to piece them together have been minimal so far. A system is presented to build a reasonable hierarchical road network when provided with positional and size information about cities as well as a map of the terrain. Experiments are included to compare this system to existing real world road networks in the United States.

Library of Congress Subject Headings

Virtual reality--Design; Video games--Design; Computer graphics--Design; Highway planning--Computer simulation

Publication Date

10-1-2012

Document Type

Thesis

Department, Program, or Center

Computer Science (GCCIS)

Advisor

Zanibbi, Richard

Advisor/Committee Member

Canosa, Roxanne

Comments

Note: imported from RIT’s Digital Media Library running on DSpace to RIT Scholar Works. Physical copy available through RIT's The Wallace Library at: QA76.76.C672 M378 2012

Campus

RIT – Main Campus

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